OngoingProject · Now

Mobile Games

Make something small that people refuse to put down.

A disciplined search for games people return to—where creativity meets retention, data, and good instincts.

  • Gameplay
  • Retention
  • Creative testing
Mobile Games — Joel Diab project cover

Retention is a creative problem in disguise.

Mobile games are a ruthless classroom. Attention is borrowed, not owned. The challenge is designing sessions that feel generous in sixty seconds and mysterious after sixty days.

This project is the live laboratory for that craft: mechanics, meta loops, creative testing, and the gut sense you only earn by shipping into the wild.

Retention is a creative problem in disguise. — Joel Diab project illustration
Players do not remember your intention. They remember how the third attempt felt.
Playtest note
Expedition map

From spark to signal.

Each game is an expedition. The map is short on purpose.

  1. 01

    Spark

    A mechanic or fantasy that can be felt in a single screenshot and a five-second clip.

  2. 02

    Vertical slice

    Enough juice, clarity, and loop to show whether the idea wants another week of life.

  3. 03

    Soft launch truth

    Real retention curves, creative performance, and the quiet numbers that kill ego gently.

  4. 04

    Scale or compost

    Double down when the signal is loud. Compost when it is not — and keep the lessons.

Clarity first. Charm second. Depth earned.

Onboarding is hospitality. The first thirty seconds should feel like someone left the lights on and a snack on the table.

Then charm — timing, sound, little unexpected grace. Depth comes later: optional systems, rising challenge, a reason to come back tomorrow that does not feel like a guilt trip.

Clarity first. Charm second. Depth earned. — Joel Diab project illustration
Lab notebook

Patterns worth tattooing on the whiteboard.

  1. Test creatives early

    A game people cannot understand in an ad rarely gets the chance to be loved in play.

  2. Day-1 is a story beat

    Retention is narrative design for impatient audiences. Promise, payoff, next hook.

  3. Feel > feature list

    Three sharp verbs beat twelve gray systems. Cut until the spine shows.

  4. Kill politely

    Ending a prototype is progress when the learning is written down and shared with the studio.

Craft pillars

What every build must defend.

01

Gameplay

A core action with friction, rhythm, and a fantasy that survives being boringly honest about what the player is doing.

02

Retention

Short-term dopamine with long-term curiosity. Session goals that stack into a life habit without becoming homework.

03

Creative testing

Thumb-stopping images and lines that tell the truth about the game — and reveal whether the market even wants the pitch.

Because the arena is everywhere.

Phones are the most democratic arcade ever built. That is exactly why standards are high and competition is loud.

The adventure here is not chasing trends for their own sake. It is learning to make sticky joy under constraints — then carrying that craft into everything else Lemon Tree builds.

Still in the field

More playtests. Fewer assumptions.

New prototypes enter the greenhouse regularly. The ones that sing get polish. The ones that don't fertilize the next idea. Updates will show up here as the catalogue thickens.